Mod 11 Everything PvE Cleric
Let me preface this by saying it’s taken a lot of convincing from a lot of people in my guilds, stream, and my group of close friends for me to finally post this build, as it is a build that is not only expensive to put together but took me countless hours and an ungodly number of respec tokens. However it is a good, strong build that can carry a 2.2 tank through Orcus with little problem.
Let me add to my preface by saying this is not a bonding runestone build so if that’s what you’re looking for then click away from here now. I do not support nor condone the use (and abuse) of bonding runestones to break the game and this build proves that they are not necessary to do your job and do it well.
Additionally I will update the build as class changes come in and new things are introduced into the game as well as updating stat numbers when all my items are where I want them. Currently the only things left to accomplish are:
- obtaining the Ascended Fey Weapons & getting them to orange for increased power and healing
- getting my Eye of Lathander to mythic
Unfortunately there aren’t really races geared specifically toward the Cleric path, meaning there isn’t a race that gives bonus to two of your main stats – those being Wisdom, Charisma, and Strength. Fortunately, however, racial bonuses exist to somewhat offset this slight. For this particular build I chose Sun Elf for the +2 Intelligence & +2 Charisma as well as the Inner Calm which causes you to generate Action Points 2% faster than other races.
Other good racial choices would be:
Moon Elf – +2 Intelligence & +2 Dexterity or Charisma as well as Wanderlust which causes you to generate Action Points and Stamina 1% faster than other races. (for those who dodge a lot)
Human – +2 to any ability score as well as 3% higher defense than other races and additional heroic feat points at 10, 15, and 20. (for those who pull way too much agro)
Drow – +2 Dexterity & +2 Charisma or Wisdom as well as Darkfire which gives you a 5% chance to lower the target’s defense by 10% for 4 seconds. (for the more debuff focused)
Menzoberranzan Renegade – +2 Dexterity & +2 Charisma or Wisdom as well as Faerie Fire which gives you a 5% chance to lower the target’s power & defense by 6% for 4 seconds. (for the more debuff focused)
Tiefling – +2 Charisma & +2 Constitution or Intelligence as well as Bloodhunt to deal additional damage to targets below half health & Infernal Wrath for a 10% to lower the power of the attacker by 5% for 5 seconds. (for the more DPS focused)
Dragonborn – +2 to any 2 stats as well as 3% higher power and critical strike and 5% more healing from spells & abilities. (for those with money to burn).
Before I get too in-depth on what to roll for, let me preface this by saying there is no wrong choice with your ability scores as a cleric. Wisdom gives you bonus damage, bonus healing, control bonus and control resist. Strength gives you stamina regen, critical chance, and resistance to DoT. Charisma gives you recharge speed and action point gain. All of these are valued at 1% per point. I personally went with a Wisdom/Charisma focus as I value action points much more highly than I do critical chance and stamina regen.
These are raw numbers without the influence of the buff gained from the Elixir of Fate or campfires (with both of those you are looking at 29 Wisdom and 27 Charisma). It will likely take several rolls to get it to the appropriate numbers needed. Ideally you will start with 18 Wisdom, 15 Charisma, & 14 Strength.
Paragon Path & Feats
Now, personally for my build I went with the Anointed Champion paragon path over the Divine Oracle though the build is 100% viable for both (I actually have this exact build on both AC and DO the only difference is 1 Daily power and 1 at-will power – more on that later). My purpose in finally settling on AC was that it offered a better chance at all-around buffing whereas (in my experience) DO has always been better for DPS and some offensive buffing (looking at you, Terrifying Insight). Where my Paragon Feats are concerned I did a combination of Righteous & Virtuous rather than making the mistake of focusing on only one path.
Obviously a large focus of this build is Action Point gain, as it allows you to ensure your allies are protected. This is not, however, a build that will allow you to constantly throw your Daily out (and it’s not meant to be).
Things to note with your heroic feats
- Grab Greater Fortune (first column, second row) & get it to max. It increases the healing Wisdom gives you by 3% and while that doesn’t seem like a whole lot, it is.
- Grab Repurpose Soul (third column, second row) & get it to max. It gives your heals a chance to disperse a small AoE heal worth 15% of the original heal – it’s especially useful with melee DPS who are near the tank.
- Get Cleanse (last column, first row) & get it to max. This is a really underrated heroic feat that, strangely enough, many DCs don’t use for some reason. It is extremely useful for dealing with pesky DoT.
Things to note with your paragon feats
- Get Furious Intervention & max it. It’s one of the first Righteous paragon feats and it increases your AP when doing damage. It is extremely useful for generating AP.
- Get Lasting Wishes & max it. It’s one of the first Virtuous paragon feats and it increases the strength of your heals.
Now before I get too in-depth with the powers let me preface this section by saying these powers are interchangeable between the AC and DO paths with the exception of 1 of your daily powers. When I discuss daily powers I will delve more into that topic.
As an everything cleric I obviously try to focus on using abilities that buff my allies as well as debuff my enemies – and I try to put a focus on things that do that dramatically. With that said I do make a habit of gauging what my party at the time needs – whether it’s an increase to their defense, heals, or offensive buffing, and then slot the appropriate powers.
My standard lineup for powers is as follows:
This is the default set-up that I run. It features the use of the following:
My chosen class features are Light of Divinity and Holy Fervor. Because of the design of this cleric you are often near the fray if not directly in it, thus the use of Light of Divinity and being able to apply a heal among your allies. Holy fervor increases your action points simply by you attacking – which you do fairly regularly if not constantly.
In this section I’ll show you the various power setups that I run and at what points I run them. I’ll start with my standard set up.
For most groups this is what I start with, and if the tank isn’t up to snuff (new tanks, DPS-focused tanks) this is generally what I keep for the entirety of the run. It features Divine Glow, Astral Shield, and Bastion of Health for encounters & Blessing of Battle and Astral Seal for at-wills (all at level 4 to give their maximum benefit). The first thing I will do is cast astral seal on as many enemies as possible before the DPS rush in. Once the DPS reach the fray I drop Divine Glow followed by Astral Shield and then immediately begin casting Blessing of Battle. Bastion of Health is generally saved for when someone needs heals and 6 seconds haven’t gone by since I last cast Divine Glow with divinity only being used with this set-up in times of need.
Minimal Heals, Maximum Buff
For groups who could use more offensive buffing I typically will replace Bastion of Health with Forgemaster’s Flame (level 4 of course). This particular power is especially useful in large groups of mobs as you can slow up to 4 enemies as well as boost the damage of everyone in your party. I typically run the same method as above, with the exception being that as soon as Astral Shield is down I go into divinity and slow the first 3 targets I can find followed by dropping the fully empowered Forgemaster’s Flame on the biggest enemy.
Buff + Debuff
For parties who have themselves together this is generally what I’ll run – with the third encounter being whatever you feel you need – be it defensive buffing, heals, etc. Break the Spirit is especially useful when cast in divinity after Divine Glow and then fully empowered. It is, however, a single target spell and thus it is only useful in situations where you only have 1 thing to worry about (Orcus, even eToS).
Now, for me DPS is not a focus and it’s generally no something I will do unless I am solo. As such this power lineup is geared toward soling. Notable it is the only time I will make use of Chains of Blazing Light, Daunting Light, and Lance of Faith – all of which are at 4 for maximum benefit though that are incredibly underused. For me the rotation starts as usual with casting Astral Seal on as many things as possible before dropping Divine Glow. From there I will cast chains and immediately follow up by using Daunting Light in divinity then aiming for the largest guy with the fully empowered version. If things are still alive then Lance of Faith comes in handy (especially with it’s most recent buff).
Now here we’ve come to what is probably the most controversial thing about the Devoted Cleric – the daily powers, specifically Anointed Army. While yes this build has a focus on Ap gain and you could theoretically cast AA fairly regularly, you shouldn’t. Not only does it trivialize content but it honestly takes away from buffs you can gain as a result of your Insignia Bonuses.
I personally use Anointed Army and Divine Armor under all circumstances and I don’t change them out (except for when I solo, during which I remove AA in exchange for Flame Strike). Typically I will cast Divine Armor and only use Anointed Army when we are against a boss and I use it to assist in keeping the tank alive – this is especially crucial against Orcus and his cleaving damage.
In general the only things that never change are my class features, Divine Glow (first encounter on the left), Astral Seal (at-will on the right), and my Eye of Lathander. Otherwise my powers are subject to change given the needs of my party at that moment.
Now that we’ve gotten through the nitty-gritty of ability scores, paragons, their feats, & powers it’s time to get into gear. Keep in mind that I do utilize VIP and thus I have had a much easier time obtaining the gear that I have. Remember when I said this was an expensive build? This is why.
I run 2 pieces of Dusk for the 2 of Set buff that gives +5000 max HP & +1000 Power & Defense. It comes in handy when you’re in a party, particularly if you’re following my feat path as helps in buffing your allies as well. This gear does require many runs of eToS (or large amounts of luck) as well as a guild or that can run Dragonflight and is high enough rank for Masterwork gear (provided you don’t save up the AD and buy it off the auction house like I did).
Now I run 2 Rosegold Medic Rings – not because I PvP (I don’t on this character) but becayse of the increase to my Critical Strike and Recovery and the fact that they are 2 slot rings.
Artifact Equipment Set
Now as a Cleric built for everything you do have to go for a set bonus – specifically Tiamat’s set bonus which increases your incoming and outgoing healing by 5%. It also boosts your main stats of Wisdom and Charisma and gives you pretty decent boosts to your base stats as well. The increased AP while in combat from the neck is also a huge help and makes a pretty significant difference when compared to a set like Lathander.
Ideally your second character (provided you only have the two slots) is an Oathbound Paladin – doesn’t really matter the paragon, because the Sigil of the Oathbound is absolutely wonderful, especially in solo content when you’re still gearing up. Eye of Lathander should be your main, and it should be your first priority in leveling as the long-range reviving comes in handy.
Now certainly the best of these two sets is the Fey weapons with their increase to Power, Critical Strike, and Recovery. Until you’ve reached a point where you can obtain those, however, the Drowned set is a good second and provides a nice defensive buff while you’re out there on your own. I have used the Drowned set for some time and up until the Ascended Weapons were released I had no intention of changing – but that’s another matter entirely.
Enchantments & Reinforcement Kits
I use rank 9 enchantments, as I’m sure you’ve noticed by now. In my opinion there isn’t much need to go beyond that as once you start reaching the double digit enchantments you begin trivializing the game and taking away from the difficulty. I slot Radiant and Azures with the odd Silvery thrown in and Darks in my utility slots so that I can keep up with the group. I also utilize reinforcement kits – namely the Action Point kits on my jewelry and either power or critical strike on my armor. While the reinforced armor doesn’t make much of a difference stats wise the added AP gain is helpful.
Mount Insignia Bonuses
With mounts it’s less about the mounts themselves and more about the bonuses they give. My particular set-up runs several Zen-market mounts but they could easily be replaced with mounts that can give the same bonus but without the need to spend Zen. I have included which mounts I am using for those willing to spend the money, but the importance is the Insignia Bonuses themselves. The only exception I can find to this is the Enchanted Courser (the first mount) which has an equip power of +2000 recovery that comes in handy.
In my honest opinion the only Insignia Bonus that could stand to be changed would be Alchemist’s Invigoration, as you don’t often drink health potions as a cleric. With that said I keep it slotted for those moments when I’m solo that I wind up needing one – the bonus is nice.
Ideally you are going to want to focus on the insignias of Aggression as they give Action Point gain as a stat. Start from green and replace as you can afford. When you have all your insignias to blue you will have hit the “soft cap” and from there it’s not overly important to increase your AP gain further unless you so desire.
Companion’s, their active bonuses, & their gear
In all honesty this is likely the most controversial part of my entire build: companions, their gear, and the bonding runestone. As someone who refuses to use a bonding setup (excluding Orcus, and even then I only run rank 8s) I am partial to augment companions, as their direct buff to my stats is extremely useful and something I really enjoy.
Nevermind the names of the above companions, what they are is what counts. In order from top to bottom: Deva Champion (+4% incoming and outgoing healing), Sprite (+2% AP gain), Lillend (Heal nearby allies for 2% of the max HP once every 30 seconds on daily use), Ice Sprite (+2% AP gain), & Polar Bear Cub (+5% outgoing healing). Much like the mounts it is less about the specific companion and more about their active bonus. With the exception of the Polar Bear Cub and Lillend the other 3 can be exchanged for a different companion that gives the same active bonus. Yes, the active bonuses do stack so you could, in theory, run the Sprite, Ice Sprite, & Fire Sprite for a 6% AP gain (as Epic companions, of course).
As stated above I am partial to augment companions, and as such my active companion is the Polar Bear Cub.I run Loyal Defender gear slotted with Azures & Radiants with Empowered Runestones. You could just as easily run Loyal Commander for the Power and Recovery but with the Enchanted Courser mount (+2000 recovery) among the stats from gear it isn’t really necessary.
In those rare moments (specifically Orcus) that I need a companion that can draw agro I use a Defender companion with the Loyal Defender gear. I have rank 8 bonding runestones slotted onto him so I don’t take too much of a hit to my stats and run the same enchantments as my augument.
I will preface this section by saying I have not yet completed The Cloaked Ascendency, Storm King’s Thunder, or the very last boon for the Underdark. With that said I do not place huge amounts of value on the boons from the latter two and the first is merely a lack of time. I have, however, circled the boons that should be chosen for this build in red.
First up comes Elemental Evil, since other than Tyranny of Dragon’s its really the first campaign you encounter where you’re capable of working on the boons. As a cleric I have found that Power is the most important stat of all, especially as a cleric who shares their power, & so I chose Force over Tide. Wall of Wind, the final boon in Elemental Evil, boosts recovery when it procs.
Next comes Sharandar – which admittedly took me forever because I absolutely hated the entire quest line. Once again I chose Power over Defense, and so Hunter was chosen over Warder. Since Deflect is a fairly broken stat I chose Precision for the critical strike. The third boon was the most difficult, and you should honestly choose it based on your playstyle – personally I went for the increased AP gain given by Haste, but the increase to max HP is great too if you find yourself lacking in HP. Tranquility was more useful to me than Ferocity, as I don’t attack often enough to make use of the arcane damage. Redcap Brew goes hand in hand with a boon from the Icewind Dale campaign, which I’ll touch on shortly.
When it comes to a question of Power or Critical Strike, I always choose the former – mostly because I share my power and find every little bit helps. As a cleric regen is more useful than lifesteal, and armor penetration is simply more worthwhile than deflect. As a cleric I find more use from Enraged Regrowth than I do from Shadowtouch as I don’t often deal damage even with the final boon – Burning Guidance, which has a chance to deal 2000 damage to enemies near a healing spell.
When it came to AoE resist or Combat Advantage Damage it was a pretty easy choice, as I am often standing behind the tank who is in front of the enemies as opposed to being behind them with combat advantage. Stamina was more useful to me than incoming healing, though if you are having issues with survivability I would choose the top over the bottom. The additional recover from Rapid Thaw was more useful than critical severity, as this is not a build centered around DPS, and cool resolve with its buff to Power based on missing Stamina/Guard was an easy choice. Shared Survival goes hand in hand with Redcap Brew from Sharandar and shares the healing from drinking health potions among your allies.
The Maze Engine is long and grindy but the boons are worth it for the most part. With the first boon its really a loss/loss for this build as incoming healing and lifesteal aren’t overly useful either way. Shorter control effects made the second boon an easy choice over combat advantage damage, and the increased AP generation was a no-brainer for this build. The last boon is, by far, the most useful though as it has a chance to heal 20,000 HP to allies around you.
Tyranny of Dragons is the first campaign you encounter, but it’s probably one of the longest and the usefulness of its boons are something many still question. This build in particular went with the power boost from Claws rather than the HP boost, but again if you’re having trouble surviving then HP may be a better choice. Between Critical Strike and Deflect the choice is obvious, but the same cannot be said for the third boon. This build is not inherently focused on DPS, so I chose Defense, but if you prefer to pack a little more of a punch then go with the Armor Penetration. Between Regen and Lifesteal on the fourth boon it was an easy choice, and of the final five boons only Dragon’s Fury was of any use to this build.
Power over defense, critical strike over lifesteal, regen over combat advantage damage. For this build the shorter control effects of the fourth boon are of far more use than stamina regen. Overall the fifth boon isn’t overly useful, but of them this build would make the most use out of Abyssal Tenacity and taking less damage from demons.
Overall the stat boots in this one make the choices pretty easy, Healing Warmth is akin to Burning Guidance and as a cleric who mixes heals into it, it’s very useful.
Boosting allies’ AP gain, increasing critcal severity, and an increase to recovery are pretty easy choices, especially on this build. The fourth boon isn’t overly useful but with this build and its decent critical chance you can certainly make use of it.
This is an “Everything PvE Cleric” build. You can heal, you can buff, & you can debuff and do it all exceptionally well. No, you will never top damage charts but you will give the best Healadin a run for their money on top healer and your survivability should never be a problem – whether solo or in a group. Remember that this build focuses on power and recovery over everything else when looking at gear to supplement for what I currently run.
Stop using the comments to tell me things that you think I should change about this build – that’s not what the comments are for. I did not post the build to ask for help with the build – it is complete, as all builds should be when they are posted. If you want to change things to suit your tastes that’s fine but stop telling me to change them – I will not do it and I am not interested in what you think should be changed.